Noticed this and just wondering if support could be added or not, Is there a way to provide the folder name to mods, so say for whatever reason you download a mod and name the folder hippo2. Can you provide the mod which is actually hippo the folder url so it knows to find the files in hippo2? example:

The function that generates the candidates when you hire staff is currently anonymous. It probably deserves to be exposed in some way. You could do that by just giving it a name, so we could override the entire thing, but it might also be useful to add events for it.

An event that’s fired before returning the generated candidates, maybe “beforeStaffChoice” or “beforeHiring,” which passes to the event handlers the array of generated candidates, the budget ratio, and maybe that mersenne twister you create (why do you do that, BTW? Why not just keep using the company RNG?) would allow modders to append traits to staff without replacing the whole function. I was thinking it might be interesting, for example, to have staff members sometimes have a specialty in certain genres (so you might get, for instance, a designer who’s particularly good with Action games). It would be pretty easy to implement with an event like that.

An event that fires after a new staff member is chosen could also be useful. I don’t need it myself, though.

EDIT: Actually, on reflection, an “afterStaffChoice” event would be necessary for what I was thinking, since the properties of the generated staff members are manually copied to the Character object that’s later created. Simply adding a property to that array wouldn’t be enough, we’d need to store the information in the mod’s data store. So, an “afterStaffChoice” event that passes, to the handler, the object from the generated candidate array which the player chose to be hired (which would include any of the properties we appended in the “beforeStaffChoice” event), or nothing (if the window was closed without hiring a staff member).

the budget ratio, and maybe that mersenne twister you create (why do you do that, BTW? Why not just keep using the company RNG?)

Event data will contain the generated applicants, the settings used to generate them and the rng in use.

The reason we use a separate RNG: We want that job searches are deterministic so you can’t cheat by simply reloading the game. We don’t want to save the applicants in data, so we generate them when the UI shows. The company’s RNG state from the time we initiated the search to the time the UI shows is not deterministic because it depends on the players actions in the meantime. We thus store a seed when we first initiate the search and initialize a new RNG from that seed when we generate applicants.

I’m also adding a new Sales.applyGridSales method which is called every week to apply the sales. This should make it much easier to overhaul the sales logic for the grid system (you can then simply hijack that method). /cc @Stian

I can’t use UL’s custom code until I ask @alphabit for that. I used UME to make a research but completing the research makes it useless then. @DzjengisKhan told me he added Lab Researches to the API himself one, a long time ago and now he forgot how to do it. He can help.